4. GOBJECT-DETECTOR
• Go board recognition library.
• Rewritten in C++ for Android NDK.
• Some issues with OpenCv on Android...
Friday, April 15, 2011
5. IMPROVED GRID DETECTION
• Board has dots to indicate
“Hoshi” points (For example
Tengen at 10,10)
• Adjust grid to fit better to
Hoshi points.
Friday, April 15, 2011
6. MORE?
• Score boards. Requires a simple MonteCarlo AI or user
interaction.
• Live broadcasting to KGS.
Friday, April 15, 2011
7. GIFU!
• iTunes for your Go game records.
• Fully queryable sqlite backed database.
• Tested with collection of 50,000 games.
Friday, April 15, 2011
8. TAGS AND COMMENTS
• With a collection of 50,000 games it can be difficult to
remember what you are studying...or which game had a
particular move.
• Would also be nice to comment game without disturbing the
original file.
Friday, April 15, 2011
9. SGF PRINTER
• Would also be nice to print
records in Kifu format.
Friday, April 15, 2011
11. BOARD REPRESENTATION
• Keep track of blocks/
liberties.
• Zobrist hashing
• Positional Super Ko
• Symmetry Checking.
Friday, April 15, 2011
12. AI ARCHITECTURE
• Multiple modules generate candidate moves.
• Moves are evaluated by Monte Carlo evaluator.
Friday, April 15, 2011
13. MONTE CARLO EVALUATOR
• Core of AI move evaluation.
• Randomly plays out thousands of games and calculates win
percentage.
• Playouts can be “light” or “heavy”
Friday, April 15, 2011
14. PATTERN MATCHING
• Match subset of board against pattern.
• Recognize patterns independent of transposition, rotation,
etc...
Friday, April 15, 2011
15. FUSEKI DATABASE
• Compiled from collection of
pro and high dan amateur
games.
• Typically relevant for first 50
moves.
Friday, April 15, 2011
16. JOSEKI DATABASE
• Patterns in local corner
positions.
• Best moves found for both
sides.
Friday, April 15, 2011
17. CONNECTIVITY
• Higher level concept than
blocks.
• The red stones are
“connected”
• Every shape has weaknesses.
Friday, April 15, 2011
18. PROVERBIAL KNOWLEDGE
• Black would like to play
inbetween the white stones
on top.
• Proverbial knowledg says to
build thickness first....pattern
database has a suggestion!
Friday, April 15, 2011
20. STRATEGIC DECISIONS
• Proverbial knowledge database will enable guiding selection of
moves for MonteCarlo based on moves generated by various
strategy modules.
• In previous example, “invasion” module, would query the
“thickness” module for setup plays.
• Such plays are given heavier play outs in MonteCarlo.
Friday, April 15, 2011